L L4D2node

CWorkshop::RequestItemHistory_Internal

0x0023ce60 · 221 bytes · __thiscall

_ZN9CWorkshop27RequestItemHistory_InternalEv

Decompiled

undefined (1 param)

/* CWorkshop::RequestItemHistory_Internal() */

void __thiscall CWorkshop::RequestItemHistory_Internal(CWorkshop *this)

{
  char cVar1;
  int *piVar2;
  undefined4 uVar3;
  longlong lVar4;
  
  piVar2 = (int *)GetISteamRemoteStorage();
  if (piVar2 != (int *)0x0) {
    uVar3 = 0;
    if (-1 < *(int *)(this + 0x7c)) {
      uVar3 = *(undefined4 *)(this + 0x7c);
    }
    lVar4 = (**(code **)(*piVar2 + 0xd0))(piVar2,0,uVar3);
    if (lVar4 == 0) {
      cVar1 = LoggingSystem_IsChannelEnabled(LOG_WORKSHOP,1);
      if (cVar1 != '\0') {
        LoggingSystem_Log(LOG_WORKSHOP,1,"Unable to query for user\'s played maps!\n");
        return;
      }
    }
    else {
      if (*(int *)(this + 0x38) != 0 || *(int *)(this + 0x34) != 0) {
        SteamAPI_UnregisterCallResult(this + 0x28,*(int *)(this + 0x34),*(int *)(this + 0x38));
      }
      *(longlong *)(this + 0x34) = lVar4;
      *(CWorkshop **)(this + 0x3c) = this;
      *(code **)(this + 0x40) = Steam_OnEnumeratePublishedFilesByUserAction;
      *(undefined4 *)(this + 0x44) = 0;
      SteamAPI_RegisterCallResult(this + 0x28,lVar4);
    }
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)